"Very very good" by which standard.
First off should be determined if Native and cRPG are even comparable?
ok, fine, i'll explain it
'skill' in crpg/native comes down to ability to
defend,
attack,
movement,
awareness and
ability to work in a team, all to varying levels
defend - is easier in cRPG because the weapons are much much slower and you have a long time to block; as well as having a lot more HP + armour
attack - is easier in cRPG because the weapons are slower and much
bigger (making it easier to hit), meaning much more of your successful attacks in cRPG are spams and not feints (spam which is heavily luck reliant)
movement - you have to worry a lot lot lot less about archers and cavalry in cRPG, because whilst cavalry are still a bit of a fighting force for different reasons than they are in native, archers in cRPG are just a joke; also, the longer weapon reach means you have to think much less about being in position in melee as you can hit someone from the other side of the melee
awareness - reduced need because you have a lot more hp / armour, as well as the important fact that the archers are very weak so you don't need to watch out for them anywhere near as much
ability to work in a team - locking down a group of archers in a clan match on native takes a
lot of coordination and teamwork; by contrast people go 30-0 on cRPG using a 2h
The point is though that someone's ability to
duel, or even to kill the guy in front of you, which many cRPG players consider the most important skill, is just nowhere near as important in native; awareness of what's going on and an ability to work in a team is vastly more important.
cRPG is just a lot more lax in terms of skills required to play the game well; the game is easier at a high level.
That does not mean it isn't fun in a public setting! Just that a competitive setting would not work